more error cleaning
This commit is contained in:
parent
d9c60a5b08
commit
707660e545
65 changed files with 24545 additions and 2406 deletions
345
common/lifestyle_perks/00_diplomacy_3_family_tree_perks.txt
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345
common/lifestyle_perks/00_diplomacy_3_family_tree_perks.txt
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@ -0,0 +1,345 @@
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befriend_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 0 0 }
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icon = node_diplomacy
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auto_selection_weight = {
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value = 11
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if = {
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limit = {
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has_education_diplomacy_trigger = yes
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}
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add = 1989
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}
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if = {
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limit = {
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has_focus = diplomacy_family_focus
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}
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multiply = 5
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}
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if = {
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limit = {
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can_start_new_lifestyle_tree_trigger = no
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NOT = { has_perk = familial_familiar_perk }
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}
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multiply = 0
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}
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}
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culture_character_modifier = {
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parameter = automatic_befriend_access
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befriend_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
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}
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effect = {
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# Cultures with Ritualised Friendship get a different effect, so we filter them out.
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if = {
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limit = {
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NOR = {
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culture ?= { has_cultural_parameter = automatic_befriend_access }
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government_has_flag = government_is_nomadic
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}
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}
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custom_description_no_bullet = {
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text = befriend_perk_effect
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}
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}
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#Removes prestige cost for nomads
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else_if = {
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limit = {
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government_has_flag = government_is_nomadic
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NOR = {
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has_perk = befriend_perk
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culture ?= { has_cultural_parameter = automatic_befriend_access }
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any_character_struggle = {
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involvement = involved
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has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
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}
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}
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}
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custom_description_no_bullet = {
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text = befriend_perk_prestige_cost_effect
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}
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}
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# Everyone gets board games!
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custom_description_no_bullet = { text = unlocks_board_games_interaction_effect }
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}
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}
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confidants_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 0 1.25 }
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icon = node_diplomacy
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parent = befriend_perk
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effect = {
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custom_description_no_bullet = {
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text = confidants_perk_effect
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}
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hidden_effect = {
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update_confidants_effect = yes
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}
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}
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}
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flatterer_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 0 2.5 }
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icon = node_diplomacy
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parent = confidants_perk
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character_modifier = {
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befriend_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
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}
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government_character_modifier = {
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flag = government_is_landless_adventurer
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befriend_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
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}
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}
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friendly_counsel_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 0 3.75 }
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icon = node_diplomacy
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parent = flatterer_perk
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effect = {
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custom_description_no_bullet = {
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text = friendly_counsel_perk_effect
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}
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hidden_effect = {
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every_relation = {
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type = friend
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add_to_temporary_list = friendly_counsel_friends
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}
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every_relation = {
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type = best_friend
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limit = { NOT = { is_in_list = friendly_counsel_friends } }
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add_to_temporary_list = friendly_counsel_friends
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}
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every_in_list = {
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list = friendly_counsel_friends
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root = {
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friendly_counsel_skill_gain_effect = yes
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}
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}
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}
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if = {
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limit = {
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government_has_flag = government_is_landless_adventurer
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}
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custom_tooltip = {
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text = adventurer_friendly_counsel_perk_effect
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}
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}
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if = {
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limit = {
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government_has_mechanic = administrative
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}
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custom_description_no_bullet = {
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text = admin_friendly_counsel_perk_effect
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}
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}
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if = {
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limit = {
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government_has_flag = government_is_nomadic
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}
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custom_description_no_bullet = {
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text = friendly_counsel_perk_nomadic_effect
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}
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hidden_effect = {
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every_relation = {
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type = blood_brother
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add_to_temporary_list = friendly_counsel_friends
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}
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every_relation = {
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type = best_friend
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limit = { NOT = { is_in_list = friendly_counsel_friends } }
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add_to_temporary_list = friendly_counsel_friends
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}
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every_in_list = {
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list = friendly_counsel_friends
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root = {
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friendly_counsel_skill_gain_effect = yes
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}
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}
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}
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}
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}
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}
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familial_familiar_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 2 0 }
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icon = node_diplomacy
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character_modifier = {
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close_relative_opinion = 15
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}
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effect = {
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if = {
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limit = {
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has_ep3_dlc_trigger = yes
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government_has_mechanic = administrative
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}
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custom_description_no_bullet = {
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text = admin_familial_familiar_perk_effect
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}
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}
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}
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auto_selection_weight = {
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value = 11
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if = {
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limit = {
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has_education_diplomacy_trigger = yes
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}
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add = 1989
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}
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if = {
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limit = {
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has_focus = diplomacy_family_focus
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}
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multiply = 5
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}
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if = {
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limit = {
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can_start_new_lifestyle_tree_trigger = no
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NOT = { has_perk = befriend_perk }
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}
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multiply = 0
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}
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}
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}
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groomed_to_rule_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 2 1.25 }
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icon = node_diplomacy
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parent = familial_familiar_perk
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effect = {
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custom_description_no_bullet = {
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text = groomed_to_rule_perk_effect
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}
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# If a child has already gotten their childhood personality or education (and thus missed the skill gain), add it now.
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hidden_effect = {
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save_scope_as = parent
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every_child = {
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limit = {
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OR = {
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has_trait = curious
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has_trait = rowdy
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has_trait = charming
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has_trait = pensive
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has_trait = bossy
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has_trait = education_martial
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has_trait = education_intrigue
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has_trait = education_stewardship
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has_trait = education_learning
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has_trait = education_diplomacy
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}
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}
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groomed_to_rule_random_skills_effect = yes
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}
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}
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if = {
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limit = {
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has_bp2_dlc_trigger = yes
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}
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custom_description_no_bullet = {
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text = groomed_to_rule_perk_2_effect
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}
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}
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}
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}
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thicker_than_water_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 2 2.5 }
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icon = node_diplomacy
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parent = groomed_to_rule_perk
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effect = {
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custom_description_no_bullet = {
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text = thicker_than_water_perk_effect
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}
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}
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government_character_modifier = {
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flag = government_is_nomadic
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blood_brother_prestige_mult = 0.05
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}
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}
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sound_foundations_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 2 3.75 }
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icon = node_diplomacy
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parent = thicker_than_water_perk
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effect = {
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if = {
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limit = {
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government_has_flag = government_is_mandala
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house ?= { has_house_aspiration_parameter = aspect_of_creation }
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is_house_head = yes
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}
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custom_description_no_bullet = { text = mandala_sound_foundations_perk_effect }
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}
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else = {
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custom_description_no_bullet = { text = sound_foundations_perk_effect }
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}
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hidden_effect = {
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every_child = {
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root = {
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sound_foundations_skill_gain_effect = yes
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}
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}
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}
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}
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}
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family_man_perk = {
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lifestyle = diplomacy_lifestyle
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tree = family
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position = { 1 5 }
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icon = trait_family_first
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name = {
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first_valid = {
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triggered_desc = {
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trigger = { NOT = { exists = this } }
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desc = family_man_perk_male_name
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}
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triggered_desc = {
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trigger = { is_female = yes }
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desc = family_man_perk_female_name
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}
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desc = family_man_perk_male_name
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}
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}
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parent = sound_foundations_perk
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parent = friendly_counsel_perk
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trait = family_first
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effect = {
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add_trait_force_tooltip = family_first
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}
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}
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274
common/lifestyle_perks/00_intrigue_1_skulduggery_tree_perks.txt
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274
common/lifestyle_perks/00_intrigue_1_skulduggery_tree_perks.txt
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@ -0,0 +1,274 @@
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truth_is_relative_perk = {
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lifestyle = intrigue_lifestyle
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tree = skulduggery
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position = { 2 0 }
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icon = node_intrigue
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auto_selection_weight = {
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value = 11
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if = {
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limit = {
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has_education_intrigue_trigger = yes
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}
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add = 1989
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}
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if = {
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limit = {
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has_focus = intrigue_skulduggery_focus
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}
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multiply = 5
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}
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if = {
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limit = {
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can_start_new_lifestyle_tree_trigger = no
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}
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multiply = 0
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}
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if = { # Conquerors go for the best stuff for war!
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limit = {
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has_variable = conqueror
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}
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add = 10000
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}
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}
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can_be_picked = {
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always = yes
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}
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effect = {
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custom_description_no_bullet = {
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text = truth_is_relative_scheme_effect
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}
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if = {
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limit = {
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NOT = { government_has_flag = government_is_landless_adventurer }
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}
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custom_description_no_bullet = {
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text = truth_is_relative_perk_effect
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}
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}
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}
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}
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digging_for_dirt_perk = {
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lifestyle = intrigue_lifestyle
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tree = skulduggery
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position = { 0 1.25 }
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icon = node_intrigue
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parent = truth_is_relative_perk
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can_be_picked = {
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always = yes
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}
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effect = {
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if = {
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limit = {
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NOT = { government_has_flag = government_is_landless_adventurer }
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}
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custom_description_no_bullet = {
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text = digging_for_dirt_perk_effect
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}
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}
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if = {
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limit = {
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government_has_flag = government_is_landless_adventurer
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}
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custom_tooltip = {
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text = adventurer_digging_for_dirt_perk_effect
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}
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}
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}
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}
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kidnapper_perk = {
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lifestyle = intrigue_lifestyle
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tree = skulduggery
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position = { 0 2.5 }
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icon = node_intrigue
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parent = digging_for_dirt_perk
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can_be_picked = {
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always = yes
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}
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effect = {
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custom_description_no_bullet = {
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text = kidnapper_perk_effect
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}
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if = {
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limit = { government_has_flag = government_is_nomadic }
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custom_description_no_bullet = {
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text = kidnapper_perk_nomadic_effect
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}
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}
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}
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}
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court_of_shadows_perk = {
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lifestyle = intrigue_lifestyle
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tree = skulduggery
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position = { 2 1.25 }
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icon = node_intrigue
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parent = truth_is_relative_perk
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name = {
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first_valid = {
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triggered_desc = {
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trigger = { has_government = landless_adventurer_government }
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desc = court_of_shadows_perk_adventurer_name
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}
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desc = court_of_shadows_perk_name
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}
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}
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can_be_picked = {
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always = yes
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}
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government_character_modifier = {
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flag = government_is_administrative
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owned_political_scheme_success_chance_max_add = 10
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}
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effect = {
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if = {
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limit = {
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NOT = { government_has_flag = government_is_landless_adventurer }
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}
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custom_description_no_bullet = {
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text = court_of_shadows_perk_effect
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}
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custom_description_no_bullet = { text = court_of_shadows_perk_effect.increased_grace }
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if = {
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limit = { faith ?= { has_papacy_trigger = yes } }
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custom_description_no_bullet = { text = court_of_shadows_perk_papal_vote_effect }
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}
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if = {
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limit = {
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has_pam_dlc_trigger = yes
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faith ?= { has_papacy_trigger = yes }
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}
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custom_description_no_bullet = { text = court_of_shadows_perk_papabile_effect }
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}
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}
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if = {
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limit = {
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government_has_flag = government_is_landless_adventurer
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}
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custom_tooltip = {
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text = adventurer_court_of_shadows_perk_effect
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}
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custom_tooltip = court_of_shadows_perk_effect.increased_grace
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}
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}
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}
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prepared_for_anything_perk = {
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lifestyle = intrigue_lifestyle
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tree = skulduggery
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position = { 2 2.5 }
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icon = node_intrigue
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parent = court_of_shadows_perk
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can_be_picked = {
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always = yes
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}
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character_modifier = {
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enemy_hostile_scheme_success_chance_add = -25
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}
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effect = {
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custom_description_no_bullet = {
|
||||
text = prepared_for_anything_perk_bonus_effect
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}
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}
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}
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swift_execution_perk = {
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lifestyle = intrigue_lifestyle
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tree = skulduggery
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position = { 4 1.25 }
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icon = node_intrigue
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parent = truth_is_relative_perk
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||||
|
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can_be_picked = {
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always = yes
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}
|
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|
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government_character_modifier = {
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flag = government_is_landless_adventurer
|
||||
murder_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
murder_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
|
||||
}
|
||||
}
|
||||
|
||||
a_job_done_right_perk = {
|
||||
lifestyle = intrigue_lifestyle
|
||||
tree = skulduggery
|
||||
position = { 4 2.5 }
|
||||
icon = node_intrigue
|
||||
|
||||
parent = swift_execution_perk
|
||||
|
||||
can_be_picked = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
owned_hostile_scheme_success_chance_add = 25
|
||||
owned_hostile_scheme_success_chance_max_add = 5
|
||||
}
|
||||
}
|
||||
|
||||
twice_schemed_perk = {
|
||||
lifestyle = intrigue_lifestyle
|
||||
tree = skulduggery
|
||||
position = { 2 3.75 }
|
||||
icon = node_intrigue
|
||||
|
||||
parent = kidnapper_perk
|
||||
parent = prepared_for_anything_perk
|
||||
parent = a_job_done_right_perk
|
||||
|
||||
can_be_picked = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
max_hostile_schemes_add = 1
|
||||
}
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_administrative
|
||||
max_political_schemes_add = 1
|
||||
}
|
||||
}
|
||||
|
||||
schemer_perk = {
|
||||
lifestyle = intrigue_lifestyle
|
||||
tree = skulduggery
|
||||
position = { 2 5 }
|
||||
icon = trait_schemer
|
||||
|
||||
parent = twice_schemed_perk
|
||||
|
||||
can_be_picked = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
trait = schemer
|
||||
effect = {
|
||||
add_trait_force_tooltip = schemer
|
||||
}
|
||||
}
|
||||
272
common/lifestyle_perks/00_martial_3_chivalry_tree_perks.txt
Normal file
272
common/lifestyle_perks/00_martial_3_chivalry_tree_perks.txt
Normal file
|
|
@ -0,0 +1,272 @@
|
|||
stalwart_leader_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 1 0 }
|
||||
icon = node_martial
|
||||
|
||||
auto_selection_weight = {
|
||||
value = 11
|
||||
if = {
|
||||
limit = {
|
||||
has_education_martial_trigger = yes
|
||||
}
|
||||
add = 1989
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_focus = martial_chivalry_focus
|
||||
}
|
||||
multiply = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
can_start_new_lifestyle_tree_trigger = no
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_landless_adventurer
|
||||
trait_track_foot_xp_gain_mult = 0.2
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
prowess = 4
|
||||
trait_track_foot_xp_gain_mult = 0.05
|
||||
}
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = {
|
||||
text = stalwart_leader_perk_effect
|
||||
}
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_nomadic }
|
||||
custom_description_no_bullet = { text = unlock_dueling_for_everyone_effect }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
culture ?= { has_cultural_parameter = stalwart_leader_non_admin_duels }
|
||||
}
|
||||
custom_description_no_bullet = { text = unlocks_stalwart_leader_non_admin_duels_effect }
|
||||
}
|
||||
else = {
|
||||
custom_description_no_bullet = { text = unlock_dueling_rivals_effect }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
has_ep2_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = adventurer_stalwart_leader_perk_effect
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
courtship_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 0 1 }
|
||||
icon = node_martial
|
||||
|
||||
parent = stalwart_leader_perk
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_landless_adventurer
|
||||
courting_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
|
||||
elope_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
courting_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
|
||||
elope_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
|
||||
}
|
||||
effect = {
|
||||
custom_description_no_bullet = {
|
||||
text = courtship_perk_effect
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
promising_prospects_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 0 2 }
|
||||
icon = node_martial
|
||||
|
||||
parent = courtship_perk
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = {
|
||||
text = promising_prospects_perk_effect
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
loyalty_and_respect_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 0 3 }
|
||||
icon = node_martial
|
||||
|
||||
parent = promising_prospects_perk
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { government_has_flag = government_is_landless_adventurer }
|
||||
}
|
||||
custom_description_no_bullet = {
|
||||
text = loyalty_and_respect_perk_stats_effect
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
custom_description_no_bullet = {
|
||||
text = loyalty_and_respect_perk_obedience_effect
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_has_mechanic = administrative
|
||||
government_allows = merit
|
||||
}
|
||||
custom_description_no_bullet = {
|
||||
text = candidate_pool_loyalty_and_respect_perk_effect
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_landless_adventurer
|
||||
trait_track_wit_xp_gain_mult = 0.25
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
spouse_opinion = 50
|
||||
}
|
||||
}
|
||||
|
||||
chivalric_dominance_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 2 1 }
|
||||
icon = node_martial
|
||||
|
||||
parent = stalwart_leader_perk
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_administrative
|
||||
invert_check = yes
|
||||
knight_effectiveness_mult = 0.75
|
||||
}
|
||||
government_character_modifier = {
|
||||
flag = government_is_landless_adventurer
|
||||
invert_check = yes
|
||||
accolade_glory_gain_mult = 0.1
|
||||
}
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_landless_adventurer
|
||||
trait_track_horse_xp_gain_mult = 0.25
|
||||
}
|
||||
government_character_modifier = {
|
||||
flag = government_is_administrative
|
||||
same_heritage_county_advantage_add = 5
|
||||
}
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
has_pam_dlc_trigger = yes
|
||||
actor_incite_holy_war_shown_trigger = yes
|
||||
}
|
||||
custom_description_no_bullet = { text = chivalric_dominance_perk_incite_war_effect }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
never_back_down_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 2 2 }
|
||||
icon = node_martial
|
||||
|
||||
parent = chivalric_dominance_perk
|
||||
|
||||
character_modifier = {
|
||||
advantage = 5
|
||||
hard_casualty_modifier = -0.2
|
||||
tourney_participant_xp_gain_mult = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
kingsguard_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 2 3 }
|
||||
icon = node_martial
|
||||
|
||||
parent = never_back_down_perk
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_landless_adventurer
|
||||
trait_track_bow_xp_gain_mult = 0.25
|
||||
}
|
||||
|
||||
government_character_modifier = {
|
||||
flag = government_is_administrative
|
||||
invert_check = yes
|
||||
knight_limit = 4
|
||||
}
|
||||
government_character_modifier = {
|
||||
flag = government_is_administrative
|
||||
knight_limit = 2
|
||||
}
|
||||
government_character_modifier = {
|
||||
flag = government_is_theocracy
|
||||
enemy_hostile_scheme_success_chance_add = -5
|
||||
character_travel_safety = 10
|
||||
}
|
||||
}
|
||||
|
||||
peacemaker_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 1 4 }
|
||||
icon = node_martial
|
||||
|
||||
parent = loyalty_and_respect_perk
|
||||
parent = kingsguard_perk
|
||||
|
||||
effect = {
|
||||
custom_description_no_bullet = { text = peacemaker_perk_effect }
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_mandala
|
||||
house ?= { has_house_aspiration_parameter = aspect_of_serenity }
|
||||
is_house_head = yes
|
||||
}
|
||||
custom_description_no_bullet = { text = mandala_peacemaker_perk_serenity_effect }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gallant_perk = {
|
||||
lifestyle = martial_lifestyle
|
||||
tree = chivalry
|
||||
position = { 1 5 }
|
||||
icon = trait_gallant
|
||||
|
||||
parent = peacemaker_perk
|
||||
|
||||
trait = gallant
|
||||
effect = {
|
||||
add_trait_force_tooltip = gallant
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue